This file consists of conversions taken from the Secrets of Tatooine supplement for the d20 Star Wars Roleplaying Game.

- Brief Supplement Overview -

This book gives a fresh survey of Tatooine, spanning over three eras of play. The text is well-written and easily-digestible, and there are a lot of useful things presented that aren't dependent on the game system at all. The interior art consists primarily of movie photos, though there are several very good illustrations and maps throughout.

Unfortunately, there isn't much new material, as most of the characters, vehicles, creatures, and locations have been detailed in previous West End Games supplements. However, I did find the new content to be interesting and worth reading. Of note is an abstract system for pod races, quite similar to "Tatooine Grudge Match" (printed in SWG#1, pages 68-73), as well as an adventure that is easily adapted for use in SWD6.

The book is perfect bound, with good-quality paper and binding, and is 94 pages in length. The cover is glossy, and the interior is black and white. While my overall feelings of the product are favorable, it's my opinion that the $21.95 price tag is a bit high.

Should you buy it? If you run Star Wars D6, and have access to GG#1, GG#5, and GG#7, you don't really need this book unless you intend to run games set in either the "Rise of the Empire" or "New Jedi Order" eras. The information presented on Mos Espa and Mos Entha are nice, however, especially if you'd like to run scenarios outside of Mos Eisley.

- Equipment -

Slave Tracking Devices (SOT, page 37)
Model: Hutt Slave Tracking DeviceType: Implanted Tracking Device/ExplosiveScale: CharacterCost: Not usually available for saleAvailability: 3, XDamage: 5D (to the slave only)Game Notes: These devices are implanted into the bodies of slaves to prevent them from escaping. If the slave travels beyond the range of his owner's tracking transmitter, the device triggers a small explosion. The transmitter has a range of 50 kilometers, but can be calibrated down depending on the owner's needs. The tracking device is most often implanted while the slave is sedated. The device is hard to locate, requiring a specialized scanner and a Heroic Security skill check. These scanners are not commercially available. In order to deactivate the tracking device, the tracking transmitter is required. With the proper codes, the required Security skill check is Easy difficulty. Without the codes, the difficulty is increased to Heroic. If tampered with, or if the slave attempts to leave the transmitter's range, the slave begins to take damage as the tracking device begins to heat up: 1D damage the first round, 2D on the second, and 3D on the third. If the slave does not rectify his behavior, the device will explode on the fourth round, doing 5D of damage to the slave.

Troig (SON, pages 38-39)
Average Troig. Dexterity 1D+2, Knowledge 2D, Mechanical 2D, Perception 3D, Strength 1D+2, Technical 1D+2.Attribute Dice: 12DDEXTERITY 1D/3D+2KNOWLEDGE 1D+1/4DMECHANICAL 1D+1/4DPERCEPTION 2D+1/5DSTRENGTH 1D/3D+2TECHNICAL 1D/3D+2Special Abilities:Ambidexterity: Troigs are naturally ambidextrous, and suffer no off-hand penalties.Hard to Surprise: Because a Troig's heads are constantly looking out for one another, they are difficult to surprise. As such, they gain a +1D bonus to all Search skill checks to detect ambushes.Multitasking: Due to the fact that their two heads share two arms, Troigs can do two things at once and suffer no penalties. Each head performs separate actions in combat, as well. The two heads can combine actions, as well (refer to the rules for combined actions, SWD6, pages 82-83).Two Heads: All Troigs have at least two heads, and each head houses a separate mind and personality. The two heads share a limited form of telepathy, and they can understand one another perfectly even if one is speaking a language the other does not know.Move: 10/12Size: Unlisted (medium)Game Notes: This isn't a direct conversion of a species from "Secrets of Tatooine," but rather an extrapolation on the Troig race (of which the sportscaster Fodesinbeed (aka, Fode and Beed) belongs).

Mole Serpent (SOT, pages 93-94)
Dexterity 1D+1
Perception 1D+1search 4D+1
sneak 4DStrength 7DSpecial Abilities:Bite: Does Strength +1D+2 damage.
Burrow: The mole serpent can burrow through the ground with a Move score of 10.
Stealth: When a mole serpent burrows through the ground, it can only be detected by an opposed roll between the character's Search skill and the mole serpent's Sneak skill (the mole serpent gains a +15 bonus to its roll due to the fact that it is moving under ground).
Swallow: The mole worm attacks by surfacing, then biting and attempting to swallow its prey. If the initial attack roll is successful, the serpent is assumed to have its target in its mouth (inflicting normal bite damage). The next round, the serpent makes an opposed Strength check against its target. If it succeeds, it swallows the target whole. Once inside the serpent, the target takes 5D acid damage until it is either dead or it somehow breaks out (either by cutting its way out, or climbing out with a successful Climbing/Jumping check that is Very Difficult). Note that climbing back into the creature's mouth isn't sure salvation  the character will still need to succeed in an opposed Strength check with the serpent in order to leave its mouth. If the worm fails in its attack, it will retreat below the ground and wait for another opportunity to strike.
Tremorsense: The mole worm can make Search rolls underground to sense the location of characters within 20 meters on the surface. The difficulty is normally Moderate, but drops to Easy if the character is moving.Move: 10Size: 10-18 meters long

Rock Wart (SOT, pages 14-15)
Dexterity 3D+1bite 4DPerception 1D+1search 1D+2
sneak 3D+1Strength 0D+2climb 3D+1Special Abilities:Venomous Bite: If the rock wart successfully bites a target, it injects a neurotoxin that does 5D damage to its target. If the victim dies (or goes unconscious), the rock wart will make a snack of its victim before laying 4D eggs inside him. After four days, the eggs hatch, and the larval rock warts devour the carcass.Move: 4Size: Unlisted (diminutive)

B'omaar Enlightenment (SOT, sidebar, page 20)
Game Notes: Keeping the brain alive long enough to transplant it requires a Heroic Medicine (A) skill roll, though the B'omaar monks are usually equipped with specialized machinery that grant a +15 to their skill checks when performing the surgery. Failure indicates that the brain dies. Once the brain regains consciousness, psychosis may develop. This requires the brain to make a Very Difficult Willpower skill check, with a failed roll indicating madness. Madness is reflected in the brain's Knowledge and Perception scores both dropping to 1D each. An additional Willpower check is allowed once per day, and each successful roll restores +1 pips to both Perception and Knowledge scores (until they reach their original maximums). It is possible that the B'omaar might want to place an enlightened brain back into a physical body. This requires a suitable receptacle, as well as another Heroic Medicine (A) skill check (the machinery used in removing the brain cannot be used to assist in this operation).

- Existing Material References -

Below, you will find book and page references to everything in the "Secrets of Tatooine" supplement that has been previously detailed in WEG products. If it's on this list, that's why I haven't presented conversion information for it. This list might also be useful for players and GMs of SWd20 who are looking for additional reference material on any of the following subjects. Be warned, I only plan to list up to three or four references for each entry.